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Death Trap Mutation


Aman Indra

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Death Trap Mutation

Continuous Trap card

Activate this card by Targeting a Special Summoned monster your opponent controls. It cannot activate it's effects or change it's battle position as long as it is Equipped with this card. When this card you control is destroyed by a card effect and sent to the Graveyard : Destroy 1 Special Summoned monster your Opponent controls. You can only use 1 effect of "Death Trap Mutation" per turn and only once that turn.

 

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Target 1 Special Summoned monster your opponent controls: Equip this card to that monster; it cannot change its battle position or activate its effects. When this card you control is destroyed by a card effect and sent to the Graveyard: Destroy 1 Special Summoned monster your opponent controls. You can only use 1 effect of "Death Trap Mutation" per turn, and only once that turn.

 

So basically a Fiendish Chain that also snipes the opponent's monsters if they're foolish enough to MST it.

 

Given how SS-oriented the game has become, I can certainly see this being used quite often. More often than not, unless you're against Monarchs or something, there's going to be at least one SS monster on the field for you to target/destroy.

 

Unlike Chain, opponent can still attack with the affected monster, but suppose you can use it to keep monsters in Attack Position so you can hit them for damage, or something along those lines.

 

One thing I could probably recommend is making the destroy effect optional; most of the time, you probably will want to pop something, but more/less to give you some flexibility in its usage.

 

(Card description at top says Cont. Trap, but this should be a Normal Trap; at present, all Trap Cards in the actual game that equip to monsters are indeed this)

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Target 1 Special Summoned monster your opponent controls: Equip this card to that monster; it cannot change its battle position or activate its effects. When this card you control is destroyed by a card effect and sent to the Graveyard: Destroy 1 Special Summoned monster your opponent controls. You can only use 1 effect of "Death Trap Mutation" per turn, and only once that turn.

 

So basically a Fiendish Chain that also snipes the opponent's monsters if they're foolish enough to MST it.

 

Given how SS-oriented the game has become, I can certainly see this being used quite often. More often than not, unless you're against Monarchs or something, there's going to be at least one SS monster on the field for you to target/destroy.

 

Unlike Chain, opponent can still attack with the affected monster, but suppose you can use it to keep monsters in Attack Position so you can hit them for damage, or something along those lines.

 

One thing I could probably recommend is making the destroy effect optional; most of the time, you probably will want to pop something, but more/less to give you some flexibility in its usage.

 

(Card description at top says Cont. Trap, but this should be a Normal Trap; at present, all Trap Cards in the actual game that equip to monsters are indeed this)

So a buff or nerf ? or a effect change whole together ?

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Something that goes against this card, at least the way I understand it, is that if you activate it and opponent chains MST or removal backrow to destroy it, the second effect won't activate because of the Dragon Ruler-ish hard OPT clause and the first effect was already used. Changing the OPT clause would make the card more reliable.

 

Anyway:

One one hand, the first effect is basically a worse Fiendish Chain, since it can only target Special Summoned monsters, and it won't negate its effects themselves but only prevent their activation. So, you have to use it preemptively, and thus losing the element of surprise and ability to punish the opponent. As far as I know, it won't stop on-Summon effects either, since those activate as soon as the monster is Summoned and this Trap activated in response would only be chained to the effect, but it won't negate it.

 

On the other hand, the second effect acts as backup by punishing the opponent for destroying it, or you can destroy it yourself (e.g. Scrap Dragon) to trigger it. Also, the non-targeting is a welcomed perk. A downside is that it still requires Special Summoned monsters to destroy, and has the risk of ending up dead if the opponent doesn't control any.

 

 

Looks like this is one of those cards that would shine or have a niche in specific decks, which is fine.

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